
A story about a dying chat server. Moderators are abusing their power, the owner has neglected the server, and the lives of members are miserable. And you, as a newcomer, will pick up your keyboard, and overthrow the owner and moderators' tyranny!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About



Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
上线之前就有关注,买来也是很久才上手玩 剧情个人觉得蛮有趣的,互联网群聊文化下的轻喜剧氛围,虽然是22年才上线的游戏,但放到现在看莫名有些年代感了(龙王,管理,色图之类的说法,未来会成为某种集体回忆也说不定 前期的战斗手感有点稀碎,后面解锁道具后有种类吸血鬼幸存者的爽感 美术和关卡设计可圈可点,总之还不错 ······························································································· 人与人之间的相聚和离别,对我来说难以称得上“深有体会”,不善于聊天交际,对展露自己会感到羞赧,所幸即便如此也认识一些了令我尊重和喜爱的人们,如果不是因为mmo,或许永远也不会有什么多余的感触 玩这个游戏的时候,想到了我认识的某个人,他在接手那个群聊的时候,他在面对和很多亲友相识又因各种原因渐渐鲜少联系时,是否也会因此感到些许落寞和伤感呢
总体来说还是能玩的,但是属于一种好玩与不好玩的叠加状态,薛定谔的好玩说是。 好了,正经来说,这个游戏剧情很抽象,话说本来就不是一个正经的剧情游戏啊喂,好吧,对于这一方面来说,其实来看一看还算是能够接受的。 实际游玩的过程中,游戏经历了三个阶段,还行,好玩,不耐烦的转变。 在刚开始的时候这只是一个普通的游戏而已(废话嘛这是),而且键位不能改动,别扭的操作,以及十分稀烂的操作手感实际上的游玩体验还是不够好的。 那为什么后面能够感觉好玩呢?那是在解锁全图攻击的骷髅头图标的时候,能够让你感受一种割草的爽感,让你能够清晰的感受到自己的成长,配合着加血实际上的游戏体验十分不错。 然而这部分的游戏体验迅速消耗殆尽了(可惜了捏),很显然能够看出来作者有一定想法但不多,操作手感十分稀烂,加上道具拿不到,怪物ai怪的要死,尤其是后期,全是飞天怪,但是你飞天攻击手感并不好,再加上怪的攻击欲望很高,你很容易就死了(真让人沮丧)。 这一点在最后扩大的十分明显,地形中你很容易掉到外面直接死掉,再加上飞天怪到处都是,你莫名其妙的就会死掉,这让后期的游玩十分难受,然后boss咕咕,不好评价,攻击高,闪避欲望以及攻击欲望都很高。无论瞬移还是近战都很难攻击到(究竟他是主角我是主角)。boss战的体验我真的是感觉难受的不要不要的。 好吧。游戏还是要自己玩玩才能知道具体怎么样。我只能说这个游戏属于6,7分左右的水准,如果打折入手当做消遣的话还算是及格的
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
emmm,怎么说呢。剧情还不错,有种看小品故事的感觉,结局也算是包饺子了。游戏手感一般般,到后期就是无脑刷怪,好在有官方剧情模式开挂可以跳。不过还是感觉有些可惜,感觉可以优化一下结局保留部分地图来进行交互以及添加些后日谈就好了。游戏的对战机制可以考虑再优化一些,剧情后期感觉没活了对话一句打半天的怪有点无聊。要是能多增加点对话内容或之类的就好了。感觉官方完全可以再添加一个肉鸽爬塔作为后期玩法,保留一开始与龙王对话的大厅作为核心区域,然后可以不定期让npc进来说两句对话之类的,然后爬塔中途可以让画色图的黄发少女摆个摊啥的,然后中途有概率解锁随机队友入队支援那种应该会很有意思。说实话因为作者大佬美术入的坑,整体还挺有意思,就是结局打完直接结束有点难受,好不容易为了色图都把管理和群主全打了个遍,刚当上群主结果就完结撒花让人多少有点意犹未尽。期待有生之年会有后续更新oxo。
还行
作为没怎么经历过那个互联网时代(去贴吧潜水看同人了)的人来说,这个乱糟糟闹哄哄的结局倒是符合我对其的刻板印象()。美术自然没得说,从刚开始筹划的时候就一眼爱上。只有战斗系统稀烂,连招种类过多,对空的连招打怪手感很差,后期出一堆飞行怪更是脑溢血。看看剧情得了。
Overall, this is a pretty lovely game. It has cute sprites, funny dialogue, and not too hardcore of an experience. Despite its kinda rough combat it is a decently enjoyable gameplay experience, specially considering it is more of a laid back game. I enjoy the overall plot and atmosphere, but I must say that there are some things that are rather questionable. The presence of the sentence "Political correctness" in the Store Page should be enough of a yellow flag.
Gòwno w sreberku. - recenzja napisana za pomocą wibrująco migoczącej klawiatury na lenovo legion go s w wersji z1extreme 16gb prawie darmowego ram. Satysfakcję z wystawienia negatywnej opinii uzyskano drugiego września 2026 roku.
This game was quite funny and the gameplay was also pretty good
They took away my lewds... Pretty solid hectic mass mob arena game. Nice pixel art and silliness abound, though I feel I missed some specific context with references, concepts, and memes; though many others are quite universal it seems XD
[h1]玩到第三(二?)个BOSS,只能弃了,并且遗憾给上不推荐。[/h1] 游戏的像素美术无可挑剔,设计语言精致有创意,人物动画非常之萌且流畅,虽然存在战斗场景辨识度低、容易被难以注意到的障碍物卡住暴毙之类的问题,但总的来说瑕不掩瑜。 至于其他评测提到的战斗系统短板,我目前玩下来也没有很明显的感受,按键有迟滞但还在可以快速适应的范围内,技能组合也不是完全没有深度,连招组合和变招针对特殊敌人(例如通过攻击+射击的闪现组合技来针对性秒杀放沉默的花)也都是比较惊喜的点,但鉴于我没有玩到中后期所以暂且持保留意见。 [h2]那么问题来了——既然不乏可圈可点之处,为什么我会玩不下去呢?[/h2] 只有一个原因——[spoiler]海豹[/spoiler]BOSS战。 这场BOSS战的特殊规则是[spoiler]在地块中进行扫雷游戏获得胜利,期间会有小怪冲撞和释放弹幕进行干扰。玩家可在格子地块上按键标记地雷位置,在地块上起跳后下落攻击即可扫雷,清空所有安全地块只留下危险地块即可。[/spoiler]然而第一:[spoiler]制作组默认玩家熟识扫雷游戏,没有提供任何规则教学,失败后重来也没有任何额外提示[/spoiler]第二:[spoiler]扫到雷会直接清空玩家血条[/spoiler]并且[spoiler]玩家被炸死后无法像其他关卡中一样花费金币复活,BOSS关会直接失败且必须重新读档[/spoiler] 这种极度依赖主观知识的关卡设计对我来说,是非常懒惰和令人厌烦的,举个不恰当的例子就是通过问“宫廷玉液酒”的下一句来给一个人的身份定性。 无论是[spoiler]在这样一个主线必过的、通过解谜取胜的关卡中不要添加任何会无限复活的干扰小怪[/spoiler]还是[spoiler]做好规则引导或降低死亡惩罚,而不是反过来提高[/spoiler]都能够让缺乏经验的玩家沉下心来慢慢摸索通关方法,但制作组在yes or no中选择了or。 那我也只好慢走不送了。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 78 | 94% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $71.5K | 1.5K | 82% | $2.99 | |
| $5K | 15 | 67% | $15.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $463.8K | 4.7K | 89% | $2.99 | |
| $463.8K | 771 | 73% | $30.62 | |
| $463.9K | 1.4K | 70% | $19.99 | |
| $463.7K | 934 | 84% | $24.99 | |
| $464K | 1.3K | 71% | $14.99 | |
| $463.6K | 1.2K | 84% | $19.99 |